Remove DRK's Salted Earth at least temporarily until something can replace it. We've all had a big laugh being on either side of what has long reached exploit level after more people formed dedicated premades the more it wasn't fixed. The DRK spam that quite frankly interferes with games, is not intentional. This isn't 'meta' as there isn't even supposed to be a meta. In general, PvP should not contain anything that changes the position of another player, whether draw-in or knock-back. Stun locks probably wouldn't be as bad, if other issues like this were removed. Perhaps replacing Salted Earth with a Living Shadow based ability would be a good experiment.
Paladin has far too much sustain, this is just being abused as it's not intended to be for hanging out at another team's spawn and drawing players away from what their focus should be. And it embarasses the PvP mode when 8 people are chasing a paladin who is just jogging away and looking back saying 'hey, how's it goin'. 10 seconds of invincibility is a long time in PvP, it could at least drop to 8, and make the Guardian skill drain the Paladin's MP.
Dancer's LB is sporadic, it's often useless and the user can often die before the effect goes off- so no one gets stunned/seduced and your LB bar gets emptied. In the past it was more reliable somehow. At the other end of things, I find myself getting stunned/seduced by a Dancer's LB when the dancer is approx 40 yalms away from me/a little Dancer title visible over a players head in the limits of draw distance. How is that even happening? I might have been within LB range of the Dancer 10 seconds ago, but not now.
Red Mage - Remove the huge circles under you.
Samurai's LB - similar, getting KO'd when outside of it's range or line of sight. And seems unreliable, as enemies who are in the path and Kuzushi'd often don't get KO'd. Is it actually programmed to not KO in-path Kuzushi'd enemies if the target itself is not Kuzushi'd? And sometimes it KO's Kuzushi'd enemies that were behind the Samurai the whole time with a decent gap. Would be nice for it to gain a PvP version of Enpi though, so SAMs can sling out some little stings from range here and there. If you are faced with a large mob of enemy team, you cannot engage/do anything meaningful unless you have about the same amount of people with you, so the Enpi would help.
Machinist - Should be able to choose which skill to use at any time, rather than the 4-skill-cycle. Perhaps make it like Ninja's skills, so that you can't do the same one twice in a row, to prevent the rise of gangs of Machinists spam gambling on the saw blade skill.
Black Mage- Could use another shield of some kind, as Burst is useless unless it's used with Aetherial Manipulation. Note that Black Mages are somewhat the #1 target to extract and KO from an enemy group, which devalues the shields they do have (LB and Burst) as they get attacked so hard. Partially because they are soft targets and also yes they can be powerful. Machinists are soft targets too and are only the #1 easiest dunk on the field in general because they have no escape/movement ability. Perhaps changing Aetherial Manipulation to work like Ninja's Shukuchi will solve the sustain issue easiest as it's harder for controller players to target a teammate in time to make use of it. Or perhaps something fun could be an ability that makes enemy teams see your Black Mage as their colour for 10 seconds and you can't be targetted and maybe damaged by that team (perhaps it turns off once you use an attack/damage ability). The ability would have you target an enemy and you then become that player's colour and job class in name (you still are dressed in your mage outfit though) during that scenario.
Limit Breaks should override everything and be activatable at any time they are ready, no stuns/sleep or anything else should be able to stop you from using it.
Consider adding a mount fuel gauge, as something just feels off about the current ability to travel at faster speed endlessly and it's annoying. In scenarios where 2 players are trying to get away from 5 or more, you just kinda get robbed when you are (in real terms) going to get away, but one of them keeps mounting and closing the gap and stunning you/knocking you off your mount etc and it just cheapens the outcome. Perhaps your mount fuel goes down and very very slowly goes back up unless you are KO'd. Base it off of aether or maybe even make it so that using the Elixir uses up 50 fuel or something.
Speaking of Elixir, might be a good idea to remove the sound effect and the visual effect as this will cut down the workload of having to deal with reports of people using on top of KO'd people as harassment. If PvP was overhauled and became skill based and not RNG based, this wouldn't be an issue at all though.
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Paladin has far too much sustain, this is just being abused as it's not intended to be for hanging out at another team's spawn and drawing players away from what their focus should be. And it embarasses the PvP mode when 8 people are chasing a paladin who is just jogging away and looking back saying 'hey, how's it goin'. 10 seconds of invincibility is a long time in PvP, it could at least drop to 8, and make the Guardian skill drain the Paladin's MP.
Dancer's LB is sporadic, it's often useless and the user can often die before the effect goes off- so no one gets stunned/seduced and your LB bar gets emptied. In the past it was more reliable somehow. At the other end of things, I find myself getting stunned/seduced by a Dancer's LB when the dancer is approx 40 yalms away from me/a little Dancer title visible over a players head in the limits of draw distance. How is that even happening? I might have been within LB range of the Dancer 10 seconds ago, but not now.
Red Mage - Remove the huge circles under you.
Samurai's LB - similar, getting KO'd when outside of it's range or line of sight. And seems unreliable, as enemies who are in the path and Kuzushi'd often don't get KO'd. Is it actually programmed to not KO in-path Kuzushi'd enemies if the target itself is not Kuzushi'd? And sometimes it KO's Kuzushi'd enemies that were behind the Samurai the whole time with a decent gap. Would be nice for it to gain a PvP version of Enpi though, so SAMs can sling out some little stings from range here and there. If you are faced with a large mob of enemy team, you cannot engage/do anything meaningful unless you have about the same amount of people with you, so the Enpi would help.
Machinist - Should be able to choose which skill to use at any time, rather than the 4-skill-cycle. Perhaps make it like Ninja's skills, so that you can't do the same one twice in a row, to prevent the rise of gangs of Machinists spam gambling on the saw blade skill.
Black Mage- Could use another shield of some kind, as Burst is useless unless it's used with Aetherial Manipulation. Note that Black Mages are somewhat the #1 target to extract and KO from an enemy group, which devalues the shields they do have (LB and Burst) as they get attacked so hard. Partially because they are soft targets and also yes they can be powerful. Machinists are soft targets too and are only the #1 easiest dunk on the field in general because they have no escape/movement ability. Perhaps changing Aetherial Manipulation to work like Ninja's Shukuchi will solve the sustain issue easiest as it's harder for controller players to target a teammate in time to make use of it. Or perhaps something fun could be an ability that makes enemy teams see your Black Mage as their colour for 10 seconds and you can't be targetted and maybe damaged by that team (perhaps it turns off once you use an attack/damage ability). The ability would have you target an enemy and you then become that player's colour and job class in name (you still are dressed in your mage outfit though) during that scenario.
Limit Breaks should override everything and be activatable at any time they are ready, no stuns/sleep or anything else should be able to stop you from using it.
Consider adding a mount fuel gauge, as something just feels off about the current ability to travel at faster speed endlessly and it's annoying. In scenarios where 2 players are trying to get away from 5 or more, you just kinda get robbed when you are (in real terms) going to get away, but one of them keeps mounting and closing the gap and stunning you/knocking you off your mount etc and it just cheapens the outcome. Perhaps your mount fuel goes down and very very slowly goes back up unless you are KO'd. Base it off of aether or maybe even make it so that using the Elixir uses up 50 fuel or something.
Speaking of Elixir, might be a good idea to remove the sound effect and the visual effect as this will cut down the workload of having to deal with reports of people using on top of KO'd people as harassment. If PvP was overhauled and became skill based and not RNG based, this wouldn't be an issue at all though.
Continue reading...